2014-01-09

 

 

 


Warning: This review contains minor spoilers.

It’s been a long time since I’ve truly loved a Legend of Zelda game. Not since Ocarina of Time have I played a Zelda that was challenging and inventive without being gimmicky, the latter being a fault that has, in my opinion, plagued many Zeldas of recent years. This latest installment in the franchise has done what I was beginning to think was impossible – made me fall in love with a Zelda game again. And it’s not because Nintendo has decided to make radical changes to the story – but because of the changes they’ve made to make Link’s journey not so linear and laid out. Simply put, everyone should play this game.

Legend of Zelda: A Link Between Worlds is an indirect sequel to the SNES classic (and fan favourite) A Link to the Past. It’s a nostalgic return to a very similar Hyrule, gameplay and music and all – but doesn’t require any knowledge of the SNES game to enjoy (though, of course, fans of the SNES game will be thrilled to revisit a familiar world, even getting to see A Link to the Past referenced through paintings in Hyrule Castle). Story-wise, the usual Zelda-fare is rehashed (Zelda is a damsel in distress, the Triforce is important, and Ganon is a threat). Link, a blacksmith’s apprentice delivering a sword to the Captain at Hyrule Castle, stumbles upon a villain named Yuga who turns a woman into a painting and carries her off. Turns out, Yuga is after the descendents of the Seven Sages – and it’s up to yet another hero in green to save the day. But Hyrule isn’t the only kingdom that needs saving, and Zelda isn’t the only Princess that needs help: there is also a darker parallel world named Lorule in desperate need, and a Princess named Hilda looking for a hero to help save it. The good news? A weird and mysterious guy named Ravio (in a purple bunny robe, no less) sets up shop in your house to help you.

The only thing keeping this handheld gem of a game from a perfect score is the less-than-stellar story (but let’s be honest – how many Zelda fans play these games for a rip-roaring narrative?). That’s not to say the story is bad – it’s charming and fun, if a bit standard. But a big part of the charm of the Legend of Zelda comes from the expected, with a twist. And the fantastic and satisfying ending pretty much takes away any negative thoughts around the story (though I’m still waiting for the day when Link can be a girl – I mean, why should he always reincarnate as a boy, amirite?).

And though this title marks a return to the series’ top-down, 2D roots, A Link Between Worlds provides a number of ingenious gameplay mechanics that work perfectly with the 3D capabilities of the 3DS. This is a game that does not rely on pure nostalgic love to make it great. One of the most enjoyable traits – and what makes the game so unique – is the ability to become a drawing and merge to walls with a hieroglyphic-like Link, allowing you to slip through cracks and walk along walls to different platforms.

The most drastic changes to the gameplay (if you can call changes in Zelda games drastic) take cues from old school Zelda titles through an interesting twist: making all of the items – hookshot, bow and arrows, and bombs – available for either rent (or purchase!) almost right from the get-go. The result? A world that is open to exploration in any way you see fit. Feel like trekking up a mountain? Have at it. Want to lose yourself in the Lost Woods? Go for it. Once you’ve completed the first three dungeons, the order in which you complete the other seven is entirely up to you. Are some dungeons more difficult than others? Yeah, sure. But do you need to go to Dungeon A in order to find and unlock a chest that obtains the item needed for Dungeon B? No. I just needed to cough up my rupees for it. It’s absolutely liberating, and the joy of running around Hyrule with Link to go where I wanted to is no small thing. It’s amazing, actually, how long it’s taken Nintendo to go back to basics and give us freedom in a Zelda title. Oh, the choices!

That isn’t to say that that the game is easier. If anything, this is one of the most challenging and puzzling Zelda titles in a long while! Even Zelda buffs will find themselves stuck trying to solve puzzles – and dying. And you know what? I loved the challenge. Dying becomes more of a consequence – if you die, Link loses all the tools he has rented and needs to go back to Ravio’s shop to rent them again. And there’s no sidekick telling you what to do or where to go, which really allows players to stop and think – and when you finally figure out a piece of a puzzle, you pat yourself on the back for being so goddamn smart. It is the most rewarding thing!

The dungeon puzzles are truly a delight in this game – to the point where I actually found myself looking forward to each new dungeon (seriously – not a hint of dread!). From a temple that requires you to change the sand levels, to one where you need to alternate between light and darkness in order to see different paths (and all with a bit of wall merging to keep things extra fun), each new area is varied and exciting. Honestly, I can’t remember having so much fun and being so challenged at the same time playing a Zelda title in YEARS.

If you own a 3DS, you’re doing yourself a serious disservice by not playing this game. It’s a fantastic foray into the franchise for those who have never played a Legend of Zelda title, and a fabulous mix of old and new for even the most seasoned Zelda fan. The puzzles are satisfying and challenging, but not tiresome and repetitive (*cough* Ocarina of Time’s Water Temple *cough*). The gameplay mechanics are clever and exciting, the music is wonderful, and the graphics are charming and bright. So seriously – go play this game. You won’t regret it.

Disclosure: This review was made using a personal copy of the game that the author bought herself. It reflects only the opinions of the author, and not those of the developers or distributor.

 

 

The post Game Review: Legend of Zelda: A Link Between Worlds is Near Perfect appeared first on Paper Droids.

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